Wolfenstein: The New Order Walkthrough Guide Part 12 - Giant robot guns on Gibraltar Bridge

Catch up with Part 1, Part 2, Part 3, Part 4, Part 5, Part 6, Part 7, Part 8, Part 9, Part 10, and Part 11 of our Wolfenstein: The New Order guide
Look left and deploy the Spindly Torque when Set Roth gives you the go ahead, then leap onto the bridge. It's a relatively straight path from here. Just keep an eye on things and try not to fall off.

TIP:

Keep the Rocket Launcher aside for giant robots and turrets. Use your other weapons to take out the more common foes.
Clear out the top, then the bottom, of the first train car and pick up the Rock Launcher before continuing. An auto turret will start firing at you as soon as you peek out. Switch your Assault Rifle to Rocket Launcher mode and destroy it.
Take care as you approach the next train car. Inside is a heavily armored soldier that fires rockets. Toss a couple of Hand Grenades in, blow him up, and loot the car. Keep moving through the next few cars until you get to one with two giant robots inside. Don't worry, they're inactive for now, and behind bars at the sides of the train. Find the hole on the left side of the car and use the beam to jump over some wreckage.
This is where things can get tricky. Just outside is a turret, a robot, and a bunch of soldiers. They'll start shooting at you before you get a chance to leave the train car. Use hand grenades to soften them up, then use the Laserkraftwerk on the robot. Once it's down, switch to the Rocket Launcher on the Assault Rifle to finish off any other robotic enemies. The soldiers can be dealt with using more conventional guns like the Automatic Shotgun.

TIP:

Destroyed robots often drop large weapons that can be charged up, similar to the Laserkraftwerk. Although these weapons are extremely powerful, they severely hinder your movement.

Go to the upper level of the train car that held several enemy soldiers. Head to the far end, climb up, and walk across to the nearby beam. Cut a hole in the fence using the Laserkraftwerk, move through it, and pick up the Targeting Scope on the ground.
Sneak past the Kampfhund in the car and keep moving. Go across to the next one and drop in. Cut through another fence and keep dropping down until you're on a broken section of a bridge.
You'll find a couple of soldiers trying to dislodge a pinned robot. Throw Hand Grenade at them, then run over to pick up the weapon the robot drops. You'll be attacked by a second robot inside a train car on the left. Use your new gun to blast him, then recharge it using a nearby kit, located at the closest end of the wreckage. Try to make this weapon last for as long as you can, since its massive firepower can annihilate foes.
You'll come to a right turn as you progress. You'll come face-to-face with a big, angry, armored soldier as soon as you enter the building. Use whatever juice is left in the robot gun on him, then switch to some high-powered weaponry to finish him off. Once he's dealt with, pick up his gun, head up the stairs, and kill all the Nazis on the top level. Once they're taken care of, engage some drones, then drop down to the next area. Here, you should find a charge kit to power up your new favorite gun.
Use the Laserkraftwerk to cut a hole in the ground, then pick your big gun back up and go down into the air ducts. You'll have a good firing position on an armored soldier and a platoon of light infantry. Wipe them out with the robot gun, then use the stairs to reach the bottom floor. Keep an eye on the upper catwalks, since soldiers are lurking up there.
Clear out the next room, ditch the robot gun, and exit to the catwalk. Ignore the ladder on your left and go right. Run and jump across in order to trigger a cut scene.

Once you're back in control, jump into the turret while Fergus pilots the aircraft. Shoot all enemies on sight. Special priority should be given to the giant armored Kamphund before it drags the helicopter down. Keep firing until you run out of ammo, then hop down and finish them off with your personal arsenal.

TIP:

Use the door on the right and hotwire the safe for a Health Upgrade, along with some other loot.
Go to the opposite end of where Fergus dropped you off from the helicopter. Pass through a car and into the last piece of train wreckage. Make your way to the bottom and snatch up the papers from the dead Nazi scientist.
Congratulations! You've finished the chapter.

Perhaps not, but I think the incoming Shacknews redesign will account for the extra content. I think the extra content is a much welcomed addition, and I'm anxious to see how they implement it. I'm optimistic.

The new content is great. The shack needs something more than regurgitating news. If there is a problem it's that the current and soon to be gone site layout doesn't really allow them to lay things out in a better fashion.

I think this is an issue of the current site not supporting the type of categorization they want for their new types of content; everything is published as the same type of news story and is posted to the chatty the same way. I assume the new site will handle this better.

Hi, you are totally correct. We're trying to work out a system where we can put these guides together and release the sections without having them all show up on the front page. But until that system is implemented, we have to work with what we have. In the meantime, we are now trying to schedule these so that they go up at the end of the day so they don't show up in the middle of our news articles and features.

I don't think this game deserves this many posts either. Not that it's a bad game, just that it doesn't need a walkthrough. It's about as linear as games come really. I'm all for more posts on the shack, but hopefully like many others have said, the re-design will account for these.

I'm kind of annoyed at the spoilerific inclusion of chapter titles. WTF I'm just under halfway through and feel like I know too much about what the rest of the game is going to contain. Time to avoid the Shack for a week, or something.